Dr Archeville Posted October 28, 2009 Posted October 28, 2009 Durf, I think we're waiting on you for answers: reactions to Big Russian Man, what Phantom "sees", how the homeless amputees react to Big Scary Hockey Masked Man.
angrydurf Posted December 18, 2009 Author Posted December 18, 2009 Ok trying to get back on this sorry about the delay. You all want to do around of the rest of you following atlas down the tunnel or you want me just to move the action forward?
angrydurf Posted December 19, 2009 Author Posted December 19, 2009 Ok feel free to ask any questions about what special senses detect if you're using them. Once thats done go ahead and post initiatives if you interfere.
alderwitch Posted December 19, 2009 Posted December 19, 2009 1d20=1 I'll just hang out here at the bottom of the init order. Is cool.
Geez3r Posted December 19, 2009 Posted December 19, 2009 Initiative 1d20+0=14 I'll hold off on posting my action for the moment, I want to see where everyone else falls before I head in.
Dr Archeville Posted December 20, 2009 Posted December 20, 2009 Invisible Castle's down again But D.I.C.E. is still up! Initiative (1d20:19+2=21) Dead Head's leaning towards charging in and socking a cultist in the jaw.
angrydurf Posted December 20, 2009 Author Posted December 20, 2009 The Creature (1d20:16+6=22) Cultists (1d20:4+2=6) Zombies go last. Just need Avengers roll and We can kick this off. BTW Dead Head and Avenger need to make a will DC 20 to cross the ward around the cultists.
Avenger Assembled Posted December 20, 2009 Posted December 20, 2009 (00:59:23) ChatBot: AvengerAssembled rolls 1d20 and gets 14. Total of 19 Init (01:01:52) ChatBot: AvengerAssembled rolls 1d20 and gets 15. Total of 29 Will save
Dr Archeville Posted December 20, 2009 Posted December 20, 2009 Will save (1d20:6+6=12) No! Must... resist... Will save; HP re-roll (1d20:10+6=16 Hero Point) But the HP re-roll means that 10 is a 20, so 26 total!
angrydurf Posted December 20, 2009 Author Posted December 20, 2009 Initiative 22 - The Creature - Unharmed 21 - Dead Head 3 HP - Unharmed 2 HP for Complications (they disturbed the dead, like alot, and one of your enemies is behind it) 19 - Avenger 2 HP - Unharmed 14 - Atlas 4 HP - Unharmed 6 - Cultists - 10 Remain 1 - Phantom 1 Hp - Unharmed Last - Zombies - 20 Remain The creature will fight zombies on its action so Dead head is up. As a note for AA and Doc the Cultists Ward surrounds only them not the zombies or Creature so without breaking through it you can attack either zombies or the Creature.
angrydurf Posted December 20, 2009 Author Posted December 20, 2009 Cultist toughness save (1d20:3+6=9) KO'd Avenger is up.
Avenger Assembled Posted December 21, 2009 Posted December 21, 2009 Power Attacking for +5. Sneak Attacking (01:38:32) ChatBot: AvengerAssembled rolls 1d20 and gets 14. 14+9=25. Toughness DC of 30.
angrydurf Posted December 21, 2009 Author Posted December 21, 2009 Creature Toughness save (1d20:4+19=23) Injured and Stunned! (As a construct non-lethal has no effect on it so I'll assume you all are hitting the Creature and Zombies for Lethal let me know if otherwise) Atlas is up.
Geez3r Posted December 21, 2009 Posted December 21, 2009 Well seeing as how this thread occured a while ago in game time, Atlas needs to hulk out, so that's what I'm gonna do.
alderwitch Posted December 22, 2009 Posted December 22, 2009 1d20+17=35 vs DC21 for the Ward. Le Smashed. Then switching my array to my detection spell.
angrydurf Posted December 22, 2009 Author Posted December 22, 2009 Ok With analytical magic sense you can tell abit more about the power animateing the zombies. It looks like the zombies animating force is shacked through some pretty dark magic(Mingled necromancy and shadow dimensional) to the life force of the cultists, only 1-3 zombies to a cultist as otherwise it woudl be dangerously draining to led thier life force to animating the bodies. It was deffinately voluentary on the cultists part but was not invoked by any of them but by some greater power. Almost like an answered prayer more than a spell.
angrydurf Posted December 22, 2009 Author Posted December 22, 2009 ROUND 2 FIGHT! 22 - The Creature - Injured and stunned 21 - Dead Head 3 HP - Unharmed 19 - Avenger 2 HP - Unharmed 14 - Atlas 4 HP - Unharmed 6 - Cultists - 9 Remain 1 - Phantom 1 Hp - Unharmed Last - Zombies - 18 Remain The creature is stunned so loses it action. Dead Head is GO!
angrydurf Posted December 22, 2009 Author Posted December 22, 2009 Ok that'll drop another Cultist and one of the zombies will follow. I'll post that IC after Avengers and possible Atlas actions. Avenger is up.
Avenger Assembled Posted December 22, 2009 Posted December 22, 2009 (23:42:29) ChatBot: AvengerAssembled rolls 1d20 and gets 12. Power Attacking for +5. Attack of +9 for a total of 21. Not sneak-attacking; assuming it isn't something I can startle. Tou DC 28.
angrydurf Posted December 22, 2009 Author Posted December 22, 2009 Toughness save (1d20+18=35) As it was stunned you can actually get the sneak attack off (it is denied its dodge bonus) But I don't think that pumps your damage up that high. It is unfazed by the attack and shakes off the stun. Atlas is up.
Geez3r Posted December 22, 2009 Posted December 22, 2009 Melee Attack roll vs Big Zombie - All Out Attack 5, Power Attack 5 DC 35 Toughness (1d20+5=11) Poor Atlas, he can't hit the broad side of a barn... Array is at SS 9, and Leaping 4. Move Action, Leap to engage creature in melee. Standard, swing and a miss.
Dr Archeville Posted December 22, 2009 Posted December 22, 2009 Melee Attack roll vs Big Zombie - All Out Attack 5, Power Attack 5 DC 35 Toughness (1d20+5=11) Poor Atlas, he can't hit the broad side of a barn... Yeah, but if he does, he obliterates it!
angrydurf Posted December 22, 2009 Author Posted December 22, 2009 Most of the cultists cast shield or forcefield spells. One searches the robes. Phantom is up.
alderwitch Posted December 22, 2009 Posted December 22, 2009 (1d20:12+11=23) Ranged Stun, DC21 will save and it takes my full round action
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